Since time i develop my game The Last Hope Of Dragons, and i want know yours opinions about ways to organize character moves (states)
Let me explain, i want manage severals states/part of char with BP (idle, walk, grap, ledge, climb, talk, etc) like for animation blueprint but in Blueprint Character (In logic).
But when character will have many states, BP will be unreadable and too cumbersome.
I was thinking to make a blueprint component named “State management” and have state function (idleFunc, moveFunc, grapFunc, ledgeFunc, etc), will reference character.
Note: I use BP for prototype and i not sure this way are proper, however i wonder if should to directly going to C++ (especially that this state management are one important basic functionality).
What do you recommend to me ?